Please use this identifier to cite or link to this item:
http://hdl.handle.net/2262/12738
Title:
Efficient collision detection for spherical blend skinning
Other Titles:
Proceedings of the 4th International Conference on Computer graphics and interactive techniques in Australasia and Southeast Asia Graphite 2006 (ACM Press)
collision detection on-demand refitting sphere refitting SBS spherical blending
Issue Date:
2006
Publisher:
ACM Press
Citation:
Ladislav Kavan, Carol O'Sullivan and Jiri Zara, Efficient collision detection for spherical blend skinning, Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia, Graphite 2006 (ACM Press), Kuala Lumpar, Malaysia, ACM Press, 2006, pp147-156
Abstract:
Recently, two algorithms improving the real-time simulation of articulated
models in virtual environments have been published: 1)
fast collision detection for linear blend skinning and 2) spherical
blend skinning. Both linear and spherical blending solve the skinning
problem of a skeletally controlled 3D model (e.g., an avatar),
but only spherical blending avoids artifacts such as the candywrapper.
However, to date, fast collision detection has been limited
to linear blending. This paper describes how to perform collision
detection for models skinned with the more sophisticated spherical
method. As a result, both high-quality skinning and fast and exact
collision detection can be achieved – there is no longer any need
for a trade-off. The generalization from linear to spherical blending
involves the construction of rotation bounds, derived using a quaternion
representation. The resulting algorithm is simple to implement
and fast enough for real-time virtual reality applications.
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